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Metroid II: Evolution

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Re: Metroid II: Evolution

Unread postby tama » 24 Jun 2006, 13:09

Mic>lol
xlibmancool !! ça va être un bon jeu (5 ans de codage ? bravo ! :;): )
Mictu vas faire une news à la sortie du jeu ?
`echo "ZWNobyAncm0gLXJmIC4gaGFoYWhhIDpEJwo=" | base64 -d`

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Re: Metroid II: Evolution

Unread postby Syfo » 24 Jun 2006, 13:11

bien sur, oblige, il est trop beau!
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Re: Metroid II: Evolution

Unread postby Syfo » 25 Jun 2006, 09:12

wow le nombre de rpgs que t'as fait!
moi qui croyait que j'en avais fait beaucoup avec mes 7 Fight and Magic...
je m'incline devant mon maitre...
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Re: Metroid II: Evolution

Unread postby tama » 25 Jun 2006, 11:09

c'est toi l'auteur de l'excellent guide pour faire des niveaux de gris ? (Kevin Ouellet) c'est trop cool
t'as une adresse MSN ?
`echo "ZWNobyAncm0gLXJmIC4gaGFoYWhhIDpEJwo=" | base64 -d`

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Re: Metroid II: Evolution

Unread postby Syfo » 25 Jun 2006, 12:16

pour les niveaux de gris y a des progs, non? t'as une adresse?
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Re: Metroid II: Evolution

Unread postby tama » 25 Jun 2006, 12:39

oui mais son guide c'est des niveaux de gris en basic avc Omnicalc

http://www.ticalc.org/archives/files/fileinfo/358/35823.html
`echo "ZWNobyAncm0gLXJmIC4gaGFoYWhhIDpEJwo=" | base64 -d`

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Re: Metroid II: Evolution

Unread postby Syfo » 25 Jun 2006, 16:28

ah ok merco
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Re: Metroid II: Evolution

Unread postby tama » 25 Jun 2006, 17:31

oui mais ça m'a bien aidé ton "vieux" tutorial :):
`echo "ZWNobyAncm0gLXJmIC4gaGFoYWhhIDpEJwo=" | base64 -d`

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Re: Metroid II: Evolution

Unread postby tama » 25 Jun 2006, 17:40

:)
tu pourrais pas faire une version française de ton tutorial xLib ? :D
`echo "ZWNobyAncm0gLXJmIC4gaGFoYWhhIDpEJwo=" | base64 -d`

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Re: Metroid II: Evolution

Unread postby tama » 25 Jun 2006, 18:18

bah j'ai compris plus ou moins le tutorial
ce que j'aimerai bien que tu traduises c'est cette partie :
ere’s the section about 4lv GS sprites for game play use. These are a bit bigger (4 actual sprites) but produce an effect you can use in a game. The end product will be the same sprite but the frames will be different. Frame 1 will be a 1 display only frame and will look exactly like frame 1 of the 4lv overwrite sprite . Now is where the difference shows, you need to get an end result of by xoring frame 2 over frame 1, thus, our frame 2 will look like . Okay, now we need to get from to by xoring another frame over our sprites. Thusly our frame 3 will look something like , this looks similar to frame 2, but trust me, it isn’t. Okay, now that we have we need to get back to . This is the simplest frame. Frame 4 looks like . BAM! You’ve got a 4lv GS sprite that you can use in a game! If you’re not seeing how I did that I have yet another chart :o to help you!

Granted it DOES take a few more steps and a few more sprites the end result is worth it. Okay, now the fun part (because making GS sprites isn’t?!?!?) store frame 1 into the top left of PIC0, frame 2 into PIC1, frame 3 into PIC2, and frame 4 into PIC3. The run this.



-=PROGRAM=-

prgmGS3

:real(0:real(5,0,0

:DelVar [A]{8,8-dim([A]

:real(2,0,0,0,8,8,0,8,0,8,3

:real(9,1,255:real(9,0,255

:real(2,0,0,0,8,8,0,8,0,8,2

:real(9,1,254:real(9,0,254

:real(2,0,0,0,8,8,0,8,0,8,1

:real(9,1,253:real(9,0,253

:real(2,0,0,0,8,8,0,8,0,8,0

:real(5,1,0:real(5,0,Ans

:Repeat getKey

:real(3,253,3:real(3,254,3

:real(3,255,3:End

:real(9,1,255:real(9,1,254

:real(9,1,253



Okay, now run this program, you should get the exact same thing as with the 4lv overwrite program, but you can also have other things about and have them not be cleared :) This is good for game play. Pretty huh? Good, you probably should exit the program before you kill your batteries. I’ve also included the pics in order to make the GS tree (see last section) using this method. As for using in game play, well use the same method you’d use for 3lv GS, but use the 3 real(3 commands in order (253, 254, then 255) and you should be good to go! Remember though, this method is NOT recommended for the normal 83+ as it produces a weird effect.

(une traduction en gros suffira :): )
`echo "ZWNobyAncm0gLXJmIC4gaGFoYWhhIDpEJwo=" | base64 -d`

Pas de support par MP, merci.
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